From: Marco Costalba Date: Mon, 5 Dec 2011 19:58:23 +0000 (+0100) Subject: Use operator() instead of apply() in endgames X-Git-Url: https://git.sesse.net/?p=stockfish;a=commitdiff_plain;h=98352a5e84096c906d5ecc1aeb2fca8745e173c2 Use operator() instead of apply() in endgames It is more idiomatic for a functor (a function object) as are the endgames. Suggested by Rein Halbersma. No functional change. Signed-off-by: Marco Costalba --- diff --git a/src/endgame.cpp b/src/endgame.cpp index 2ebc8f97..3082f569 100644 --- a/src/endgame.cpp +++ b/src/endgame.cpp @@ -146,7 +146,7 @@ void Endgames::add(const string& keyCode) { /// attacking side a bonus for driving the defending king towards the edge /// of the board, and for keeping the distance between the two kings small. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO); @@ -172,7 +172,7 @@ Value Endgame::apply(const Position& pos) const { /// Mate with KBN vs K. This is similar to KX vs K, but we have to drive the /// defending king towards a corner square of the right color. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO); @@ -204,7 +204,7 @@ Value Endgame::apply(const Position& pos) const { /// KP vs K. This endgame is evaluated with the help of a bitbase. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); @@ -252,7 +252,7 @@ Value Endgame::apply(const Position& pos) const { /// far advanced with support of the king, while the attacking king is far /// away. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -309,7 +309,7 @@ Value Endgame::apply(const Position& pos) const { /// KR vs KB. This is very simple, and always returns drawish scores. The /// score is slightly bigger when the defending king is close to the edge. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -325,7 +325,7 @@ Value Endgame::apply(const Position& pos) const { /// KR vs KN. The attacking side has slightly better winning chances than /// in KR vs KB, particularly if the king and the knight are far apart. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -351,7 +351,7 @@ Value Endgame::apply(const Position& pos) const { /// for the defending side in the search, this is usually sufficient to be /// able to win KQ vs KR. template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 0); @@ -370,7 +370,7 @@ Value Endgame::apply(const Position& pos) const { } template<> -Value Endgame::apply(const Position& pos) const { +Value Endgame::operator()(const Position& pos) const { assert(pos.piece_count(strongerSide, BISHOP) == 2); assert(pos.non_pawn_material(strongerSide) == 2*BishopValueMidgame); @@ -399,12 +399,12 @@ Value Endgame::apply(const Position& pos) const { /// K and two minors vs K and one or two minors or K and two knights against /// king alone are always draw. template<> -Value Endgame::apply(const Position&) const { +Value Endgame::operator()(const Position&) const { return VALUE_DRAW; } template<> -Value Endgame::apply(const Position&) const { +Value Endgame::operator()(const Position&) const { return VALUE_DRAW; } @@ -414,7 +414,7 @@ Value Endgame::apply(const Position&) const { /// returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling /// will be used. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -468,7 +468,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// It tests for fortress draws with a rook on the third rank defended by /// a pawn. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame); assert(pos.piece_count(strongerSide, QUEEN) == 1); @@ -499,7 +499,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// It would also be nice to rewrite the actual code for this function, /// which is mostly copied from Glaurung 1.x, and not very pretty. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 1); @@ -617,7 +617,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// single pattern: If the stronger side has no pawns and the defending king /// is actively placed, the position is drawish. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == RookValueMidgame); assert(pos.piece_count(strongerSide, PAWN) == 2); @@ -656,7 +656,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// against king. There is just a single rule here: If all pawns are on /// the same rook file and are blocked by the defending king, it's a draw. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.piece_count(strongerSide, PAWN) >= 2); @@ -694,7 +694,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// it's a draw. If the two bishops have opposite color, it's almost always /// a draw. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -749,7 +749,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// KBPPKBScalingFunction scales KBPP vs KB endgames. It detects a few basic /// draws with opposite-colored bishops. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -825,7 +825,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// square of the king is not of the same color as the stronger side's bishop, /// it's a draw. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame); assert(pos.piece_count(strongerSide, BISHOP) == 1); @@ -852,7 +852,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// If the pawn is a rook pawn on the 7th rank and the defending king prevents /// the pawn from advancing, the position is drawn. template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame); assert(pos.piece_count(strongerSide, KNIGHT) == 1); @@ -882,7 +882,7 @@ ScaleFactor Endgame::apply(const Position& pos) const { /// advanced and not on a rook file; in this case it is often possible to win /// (e.g. 8/4k3/3p4/3P4/6K1/8/8/8 w - - 0 1). template<> -ScaleFactor Endgame::apply(const Position& pos) const { +ScaleFactor Endgame::operator()(const Position& pos) const { assert(pos.non_pawn_material(strongerSide) == VALUE_ZERO); assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO); diff --git a/src/endgame.h b/src/endgame.h index e26418c0..ca29c0b9 100644 --- a/src/endgame.h +++ b/src/endgame.h @@ -75,7 +75,7 @@ struct EndgameBase { virtual ~EndgameBase() {} virtual Color color() const = 0; - virtual T apply(const Position&) const = 0; + virtual T operator()(const Position&) const = 0; }; @@ -84,7 +84,7 @@ struct Endgame : public EndgameBase { explicit Endgame(Color c) : strongerSide(c), weakerSide(flip(c)) {} Color color() const { return strongerSide; } - T apply(const Position&) const; + T operator()(const Position&) const; private: Color strongerSide, weakerSide; diff --git a/src/material.h b/src/material.h index 114e24d5..e33fc87b 100644 --- a/src/material.h +++ b/src/material.h @@ -97,12 +97,12 @@ inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) cons if (!scalingFunction[c]) return ScaleFactor(factor[c]); - ScaleFactor sf = scalingFunction[c]->apply(pos); + ScaleFactor sf = (*scalingFunction[c])(pos); return sf == SCALE_FACTOR_NONE ? ScaleFactor(factor[c]) : sf; } inline Value MaterialInfo::evaluate(const Position& pos) const { - return evaluationFunction->apply(pos); + return (*evaluationFunction)(pos); } inline Score MaterialInfo::material_value() const {